Sigh...I missed how simple a certain champion's ability used to be

HorusEye·6/9/2015, 2:29:00 PM·179 votes·7,413 views

Abilities back then:

Q- Punch

Douchebag throws a punch, dealing physical damage 50/70/90/110/130 (+100% Bonus AD) at a single enemy.

Abilities now:

Q- Punch

PASSIVE: Douchebag gains bonus AD & every 5th consecutive basic attacks deals additional magic damage equal to 20% of target's maximum HP.

ACTIVE: Douchebag throws a punch, slowing the enemy by 35% for 2 seconds & deals physical damage 50/70/90/110/130 (+100% Bonus AD)(+20% of target's minimum HP). If the enemy is below 50%, Douchebag will deal True Damage instead, heals 10/30/50/70/90 flat HP & damages nearby enemies by 40%.

92 Comments

SexyTaylorSwift6/9/2015, 3:03:35 PM86 votes

I'm fine with champions being more loaded in their kits. What is stupid is when they have the same damage, or even more damage, than champs without overloaded kits.

A Small Dog6/9/2015, 3:02:02 PM54 votes

Douchebag OP, Nerf Irelia.

Zorsus6/9/2015, 3:17:02 PM21 votes

secret ability suggestion thread?

srsly tho look at twisted fates pick a card, its a damn paragraph

Only A Soldier6/9/2015, 2:36:36 PM17 votes

Ok so I personally am fine with champions being more complex. I think it makes them more fun, but this did get a chuckle out of me.

MacDthree6/9/2015, 5:28:12 PM17 votes

This is something I've been between irritated and excited about during my entire relationship with this game. (that might be the saddest thing I've ever typed)

I don't know if I like that the champs are more in depth and complex, or if I miss it. It seems like all the "easy" champs are being reworked to become some combo reliant monsters.
Not all are bad - some work out really well. I also enjoy that there is more going on. You don't have to just do X amount of damage on your abilities every single time you play a certain champ.
It allows different plays, different team comps, different combos, etc.
But at the same time... I miss when there were "basic" champs, and "combo" champs... separately. When you could choose to play the easy champ and do good damage, or take the time to learn the hard champs to do "better" damage at the risk of missing a skillshot / combo and dying. (these words are used carefully, and only for lack of better terms)

While I prefer to play combo champs, I also miss the days where I could play a new champ and not have to spend an hour watching the spotlight, reading the abilities, etc. just to understand how my passive works with all my shit.

Sorry for the book I wrote.

Wickedfates6/9/2015, 3:07:35 PM15 votes

i wont lie, i laughed

AyRe CoNteMpT6/9/2015, 2:43:06 PM9 votes

damn i giggled even tho its so sad i'd preferably cry.

new champ designs are just all horrible, god, why is it so ridiculous.

Mecha MaIphite6/9/2015, 7:18:08 PM9 votes

%minimum hp op

Chaotic Reks6/9/2015, 3:49:24 PM7 votes

MEANWHILE Mordekaiser E

Noctius286/9/2015, 2:45:20 PM7 votes

Let-s pray one day they go back to doing simple champs... with story

Singing Lark6/9/2015, 4:49:00 PM7 votes

Poor Douchebag. I guess Riot thought he needed a rework.

Keevalroy6/10/2015, 1:55:57 AM6 votes

Abilities now:

Q- Punch

PASSIVE: Douchebag gains bonus AD & every 5th consecutive basic attacks deals additional magic damage equal to 20% of target's maximum HP.

ACTIVE: Douchebag throws a punch, slowing the enemy by 35% for 2 seconds & deals physical damage 50/70/90/110/130 (+100% Bonus AD)(+20% of target's minimum HP). If the enemy is below 50%, Douchebag will deal True Damage instead, heals 10/30/50/70/90 flat HP & damages nearby enemies by 40%.

You forgot the scaling shield and the movement speed buff that also knocks people up if you have your W active.

Arveanor6/9/2015, 3:26:36 PM5 votes

Eh, I don't really agree with you. I like some of the interesting things they keep coming up with, but I guess we all have our own little things.

AbyssionKnight6/9/2015, 5:54:56 PM5 votes

What I find amusing about this isn't the complexity, but the fact Riots goal is for each champion to have unique moments and stand out strengths and weaknesses.

However, the more they stack into a kit, the harder it is to truly define a champion. For example, Kog'Maw used to be your go to champion to shred tanks. Now dozens of champions can fill that role in various ways.

Riot is actually making their job harder on themselves by putting so much into each kit.

lightdshadows6/9/2015, 2:32:30 PM4 votes

Das it mane

HidingOverHere6/9/2015, 7:48:23 PM4 votes

lol that minimum hp... so 0?

WeiseAzir6/9/2015, 8:42:02 PM3 votes

Thank Based Gypsylord

http://i.imgur.com/4gcffqh.png

Conturbatio6/10/2015, 1:30:27 PM3 votes

Meanwhile Veigar has a passive that let's him use his spells.

Kalarepa6/10/2015, 5:15:31 AM3 votes

That's because Riot can't think of really new and unique abilities (well, Bard was exception) for new champions, so the combine few already existing effect into 1 "new" skill. And as a result we end up with champion with overloaded kit.

Solaxo6/10/2015, 7:19:45 AM2 votes

You forgot about a shield

Ze Unit6/9/2015, 10:31:58 PM2 votes

Abilities are made complex for a reason...

Champions are thematic creatures, their abilities need to represent who they are as an identity and what role they place. Take Braum for instance; his leap gives resists so you can jump in an save your teammate, not just for blind complexity. His shield gives movement speed so you can position yourself correctly whilst it's up, not just for blind complexity.

Champions need to have a specific role they fit so that they can be good and bad picks for a team. If Kha'Zix's passive didn't have a slow his jungling wouldn't a be good pick-off assassin. If Thresh's hook didn't have a passive damage component, why wouldn't you pick Blitzcrank all the time?

Finally, champions need counterplay. If douchebag just has s hispells like single target 100% scaling punch there wouldn't provide much counterplay. Abilities have %health damage so you don't max them early but they allow better late game scaling instead of just being OP in lane. Think Rengar before his ult had an indicator; you had no way of knowing he was about to jump on you and 100-0 you real quick unless you had prior vision of him. But now you have the indicator when he is stealthed near you, so you can pop shields, flash, heal, get closer to teammates, time a stun etc.

Simplicity doesn't necessarily make the game balanced/easier/fair.

Llanite6/9/2015, 3:10:31 PM1 votes

You'd rather go backwards then? Good luck.

GhostOfShrimpmas6/9/2015, 5:27:22 PM1 votes

Pretty sure abilities got complicated at the same time that AD scaling appeared.

But seriously, there actually are no abilities in the game that are just "deal damage to a guy and no other effects". The closest ability to that is actually Veigar's R.